While most of my house rules were created by me alone, some, like many of the Dragon Ball rules you'll soon find here, find their origin in the work of others, like Dionon's excellent 'Final Fantasy - The Dreaming' MURPG supplement rules. While I do modify several things to make them more to my liking and personal taste, let it be known that Dio put a lot of effort in the original rules and that not having them in the first place would have meant a lot more work for me to make my own, so big credit to him for his own work. Here's a link to his Archive page on which said rules are found:
Ki Control CL = AN+2 (or AN+4 to learn it instinctively, without training; see below.)
DESCRIPTION This powerful action represents the ability to sense, control and eventually master the spiritual energy, or Ki energy, present in all lifeforms, to one's advantage. It has an immense potential, and usually makes a world of difference between a fighter skilled in it, and one who isn't. Technically speaking, any sentient, non-artificial being could potentially learn to use Ki, but doing so without the knowledge of its existence and the training of one already gifted in it is very difficult. Most Ki users are martial artists, but learning Ki actually has no such requirements; it's simply that the training and meditation usually associated with martial arts tend to go wonderfully well with the discoveries necessary to access one's inner power.
At first, a Ki user who gains this action only benefits from a few effects, namely the following:
Inner Power (Half this action's AN, rounded up, is added to the user's Energy Regen per panel; although when active, the user's aura visibly manifests around them to various degrees depending on the AN of the user, so it's not recommended when trying to be stealthy.)
2x Natural Healing Rate (A Ki user automatically gains the modifier of the same name, recovering from wounds, poisons and diseases about twice as fast as a normal human.)
Toughness/Reflexive Dodge (At every AN, the user adds +1 to either Toughness or Reflexive Dodge. Once selected, one cannot change said bonus between the two modifiers.)
Charge Ki (If doing nothing else on the same panel, not even defending, a user may charge up their Ki to recover energy faster, up to 2x their max Energy Regen per panel. Doing so makes one's aura flare up very visibly and powerfully.)
Tireless (A Ki user's Ki Control AN is added to their base Durability AN to determine how long they can keep acting at maximum capacity before they exhaust themselves.)
In other words, without any option, this action allows a user to endure hardships, be harder to kill, heal slightly faster from damage and recover their energy fast, which is all well and good... but it's still but the tip of the iceberg. The real capabilities of this action truly reveal themselves when the user begins to take some of the options below.
Durability bonus (+2 CL; as the name says, adds a Durability bonus at a lower cost.)
True Inner Power (+1 CL; adds full AN to Energy Regen per panel instead of half.)
Force Blast (+1 CL; as the action itself, with the ability to add Advantages on the fly by paying for twice the value of the Advantage's CL. Alternately or in addition, one could add Disadvantages to a given blast to get its value back in Advantages.)
Ability Boost (+2 CL; may increase any Physical Ability except Durability (including Strength, Agility or Speed) by +1 per stone played up to AN. May maintain for stones played per panel.)
Ki Barrier (+2 CL; as Force Field at AN, with the Disadvantage 'Cannot help others' due to being skintight. May be maintained for stones played per panel. For another +2 CL, may buy the Potent Defense option to double the defensive stones, and for +1 CL, may make the Force Field also effective VS Magic. Finally, for another +2 CL, a user may be able to put Ki Barriers on other people, but the same rules as above apply to them as well.)
Instant Barrier (+1 CL; a variant of Ki Barrier, which may be activated as per Limited Prescience in response to a sudden attack, with two prerequisites. One, the user must still be able to see the attack being unleashed or coming their way. Two, an Instant Barrier cannot be maintained past the panel it is used on. Must buy Ki Barrier first.)
Bukujutsu (+2 CL; Adds a Bukujutsu action (as Flight) at this action's AN in its own Action box, which increases when Ki Control increases.)
Sense Power (+1 CL; As an action version - i.e, must spend stones to use - of Sense Mutants, but for any living being. May also analyze the difference in power between oneself and the target.)
Hide Power (+1 CL; one of the only known defenses for Sense Power. The user spends stones up to AN to shield one's own presence, or at least lower the intensity, of one's power level in order to avoid attention from other Ki users and Scouters.)
Instant Transmission (+2 CL; a powerful, rare Ki ability originally invented by the Yardradts, aliens from a distant planet. Allows user to move instantly from one spot to another like the Action Teleportation at AN, but may only teleport right next to someone the user knows. This technique, while not very costly, is extremely unusual and complex, usually requiring either a teacher or an AN of 8 or more to learn it on one's own.)
Energy Transfer (+1 CL; an unusual but not especially complex technique, consisting of simply transfering one's own Energy to an ally of choice within Range 3 (Cannot be increased with stones).Useful when your friend has what it takes to win but is exhausted.)
COMMENTS The bread and butter of any Z Fighter and their enemies, and possibly of other heroes and villains whether they realize it or not. A strong Ki user can likely hold their own against even ridiculously powerful monsters even if they're 'only human'.
Rules for Action Box
Inner Power (Adds Half AN, rounded up, to Energy Regen)
Charge Ki (May power up for 2x Energy Regen if doing nothing on the same panel)
Tireless (Adds AN to Durability to determine how long it takes to become tired)
Zanzoken CL = AN+2
DESCRIPTION Zanzoken is a special action. It allows the user to create illusions of himself to confuse enemies in battle. However, in and of itself, its nature is nothing supernatural. It simply has to do with movement so fast that onlooker's eyes are tricked into seeing more than one person.
There are two versions of this ability. The first combines a specialized version of Illusion with a small burst of teleportation. The second, which must be bought as an option, allows for an attack vs Intelligence to lower your opponent's defenses.
The original version of Zanzoken allows the user to move up to 10 feet per AN in any direction as they boost their speed so fast that they leave an afterimage. When putting stones into this action, the user chooses how well they wish to zanzoken and how many afterimages they wish to leave. Upon using the action, the stones of effect are used VS the target's Intelligence + Ki Defense. If the user is successful, the target attacks one of the afterimages on their next attack instead of the actual user. If the defender succeeds, they manage to follow the user's movement and don't fall for the trick, being able to attack the original normally. Creating multiple illusions doesn't count towards effect, but if the illusion is successful, they must continue to attack the illusory clones until the user either attacks them, or they run out of illusions to effect. They can still defend normally, but lose Reflexive Dodge if they had it, until the user's next attack. Also worth noting is, beings with Ki Control and the Sense Power option with an AN higher than the user's Zanzoken can easily sense their movements through their ki signature, making this option somewhat useless, and very dangerous, to use against such a foe. NOTE: In order to make sure that an illusion is actually not real, the attacker must at least hit it. Now, while illusory clones cannot put stones in defense, they have the same Reflexive Dodge modifier as their creator, so the attacker still must beat at least that much in an attack to hit it and ascertain its illusory nature.
The second version, which must be bought as an option, is straightforward Attack VS Intelligence, and no stone need to be spent for afterimages. If successful, the red stones of 'damage' are taken directly out of the victim's Action boxes, offensive actions first. This represents the user moving so fast - almost vanishing in plain sight - that their opponent lower their guard for just that split second. The user then MUST use their second action that panel to attack. If they do not, their opponent sees through the ruse the next Panel, and gain a +5 sitmod the next time this technique is attempted on them. Unlike the first option, this one is too fast for the ability to Sense Power to matter; the movement is simply too quick to be followed through Ki sensing means.
Attack VS Intelligence to remove stones from Action Boxes (+2 CL)
COMMENTS A great defensive action, and even better for showing off and humiliating weaker foes. Less useful against smart or powerful in Ki opponents, unless the option is bought, as well.
Rules for Action Box
Spend stones on Effect and Number of Afterimages seperately. Number of Images don't count towards effect
If Attack VS Intelligence + Ki Defense is successful, opponents attacks image on next attack.
If multiple images are created, affected opponent attack images until the user attack them, or there are no more images.
Taiyoken CL = AN+2
DESCRIPTION Also known as 'Solar Flare', Taiyoken is a special energy attack invented by Master Shen, the creator of the Crane school of Martial Arts. Unlike most standard ki attacks, its purpose is not to hurt one's foe, but to distract them in order to set them up for something else, be it a killing blow, escaping, stall one's foes or generally gain the upper hand.
To execute it, the user places their hands close to the center of their face, with their fingers spread towards their eyes, and call out the technique's name while focusing a large amount of ki energy in a flash of light instead of a blast of energy. The effect is about as blinding as staring directly into the sun from way too close for several seconds, usually leaving the target unable to see for a short while. It functions as an Attack VS Intelligence OR Agility, whichever is higher, Blinding for 1 panel per White stone of 'damage', Requires hand gestures and vocal component, Useless against opponents with their eyes closed, wearing sunglasses or already blind.
Additionally, a victim who already knows that their opponent uses this technique gains a +2 sitmod to resist it.
Ultra Taiyoken (+1 CL; an even stronger version of Taiyoken which may even blind people wearing sunglasses or having closed their eyes, due to a flash evn more unbelievably bright.)
COMMENTS A very iconic technique which saved the day for the Z Fighters a surprising number of times. The Taiyoken can be significantly useful if used right, as since it's a simple, yet powerful flash of light, it can often affect even stupidly powerful opponents whom a regular attack might have no effect against.
Rules for Action Box
Atk VS Int or Agl, whichever is higher; blinds for 1 panel/White stone of 'damage'
Requires Hand gestures and vocal components
Useless against opponents closing their eyes, wearing sunglasses or already blind
Victim gains +2 sitmod against this attack if aware of their opponent's ability to use it
Super Saiyajin CL = AN+8
NOTE: FAR FROM DONE. STILL WORKING ON THE MECHANICS. NOT THE FINAL VERSION UNTIL THIS NOTE IS REMOVED.
DESCRIPTION Originally described as merely a legend, the story of a golden warrior of the Saiyan race with immeasurable power of destruction at his beck and call which had haunted Frieza's worst nightmares for so long was revealed to be reality when Son Goku, one of the heroes from Earth, proved himself to be the first to attain this form in a long time, before proceeding to utterly defeat, if not downright humiliate, the previously invincible warlord and conqueror on the planet Namek. This story, however... is but a sliver of the full scope of the Saiyans' potential.
Before moving to what it actually does, several prerequisites have to be kept in mind. The first and most obvious is, having to be a Saiyan, have Saiyan DNA, absorb the powers of a Saiyan, or some similar method. Then, one has to have the modifier Power Level at least at MN 4 before they can even be allowed to buy it. Finally, one has to build up a formidable amount of rage and determination in order to achieve true Super Saiyajin potential, and lead up to their first taste of the true power that comes with it. Goku did so when his best friend Krillin was murdered before his very eyes by Frieza, which was believed to be a permanent death at the time as he had already been brought back to life by Shenron. Vegeta did so due to his rage and hatred at himself for allowing Goku to become stronger than he was, and future Trunks achieved it from his anger at Gohan's death and his strong desire to defeat the Androids and save his world. Point is, the rage has to be significant; being cut off in traffic just doesn't, well, cut it.
To use this action, stones are placed in the action box as usual, however, unlike most actions, the stones thus used remain in the box from then on until the transformation is over. Each stone placed into this action box represents a significant increase in power, with three stones representing an actual level of Super Saiyajin (i.e, one needs this action at AN 3 at least in order to be able to actually transform into a Super Saiyajin; less than that is simply a large power up with a flaring aura of energy). With each stone placed in this action, all of the user's Physical Abilities, including Durability, increase by 1 as does their AN in Ki Control, Zanzoken, and any abilites the user has that are Energy based. The user also gains +1 Toughness and Reflexive Dodge per stone played, and every 3 stones in the action grants them +1 Power Level, with stones in between adding levels of Energy Battery.
Upon transforming, or as it is called, 'going Super Saiyajin', the user recovers 1 White Stone of Health, and is brought to their new, full energy, minus the stones to activate this power. However, transforming back to normal after the transformation ends is exhausting, causing a -1 to all actions, for one hour per -1 to recover from, per level of Super Saiyajin (so if dropping back to normal after going SSJ3, one would take -3 to all actions for three hours, then -2 for another three, then -1 for another three, after which they would be fine. This fatigue can be overcome with time and experience at using the form, read Options below.
Additionally, each form can only be maintained for a while before having to return to normal, as maintaining each of them requires more and more energy from their user. The times one can normally last in any given transformation, as well as the negative sitmod received for each form when exhausted after using it, are described in the table below:
Time before Exhaustion
Time of Recovery
Super Saiyajin (SSJ)
1 hour/120 panels
-1 to all Actions
Ascended Super Saiyajin (ASSJ)
3 (Must turn Super Saiyajin 10 times to unlock)
30 minutes/60 panels
Row 3 column 4
Ultra Super Saiyajin (USSJ)
3 (Must turn Ascended Super Saiyajin 5 times to unlock)
15 minutes/30 panels
Row 4 column 4
Super Saiyajin 2 (SSJ2)
30 minutes/60 panels
-2 to all Actions
Super Saiyajin 3 (SSJ3)
20 minutes/40 panels
-3 to all Actions
Super Saiyajin 4 (SSJ4)
10 minutes/20 panels
-4 to all Actions
Super Saiyajin God (SSJG)
5 minutes/10 panels
-5 to all Actions
Super Saiyajin Blue (SSJB)
3 minutes/6 panels
-6 to all Actions
Ultra Instinct Super Saiyajin
1 minute/2 panels
-8 to all Actions
Super Saiyajin at Birth (+2 CL; the user can buy Super Saiyajin at any Power Level.)
Calm Super Saiyajin (+1 CL; the user has learned to trigger Super Saiyajin without Rage.)
Legendary Super Saiayjin (+6 CL; each stone spent into Super Sayajin has double the normal effect.)
Healed Super Saiyajin (+3 CL; the user is fully healed when transforming into a higher Super Saiyajin level.)
-Dragon Radar (Dragon Balls detector, MN 9, Area Range 10, Exact location appears within 5 miles, otherwise general direction and distance only.) -Scouter (As Sense Power MN 9, and Enhanced Vision 9 (Analyze Power Level), Might explode if sight is maintained directly on someone of power exceeding that of a Super Saiyajin for over 1 panel, and won't be able to analyze such a high Power Level.) -Saiyan Battle Armor (+3 Defense, No AP; Near Indestructible. Can stretch to impressive length; as a Saiyan in Oozaru form would still not rip it when wearing it. Jessie's custom version has bigger sleeves, a long skirt, and white low-heel pumps.)
Nothing is impossible, it just hasn't been done yet.